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Thread: [TW Guide] RTW Unit Guide pt.2. Infantry and Cavalry units

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    Icon1 [TW Guide] RTW Unit Guide pt.2. Infantry and Cavalry units



    Author: [user]Forlornhop3[/user]
    Original Thread: Rome: Total War Unit Guide


    Rome: Total War Unit Guide pt.2. Infantry and Cavalry units
    Legions

    Pila is a huge equalizer in battles.

    The legions are the heart of the Roman faction’s armies, as well as high level troops in a few other factions. They are heavy infantry armed with sword stabbing swords, called a Gladius, a large shield and a number of pila; heavy javelins.

    Pila are AP and are devastating to anything at close range: they go though armor like butter and will cause a lot of casualties to any unit, even the general’s bodyguard will feel the pain. When a legion unit is ordered to attack it will by default throw one volley of pila and then charge into the melee. This is effective because the rain of very damaging missiles will sap the enemy’s morale and dwindle their numbers, making the ensuing melee much easier for the legions to win. If you hold alt so the cursor is a sword the unit will charge straight into the melee which is useful when you need to help a friendly unit in need. Throwing pila takes a while and the troops are vulnerable to melee attacks while in the throwing animation. If the target unit pulls back out of range when the unit is just starting its throw animation the unit will play it but not actually throw the pila. If you can it’s a good idea to turn on fire at will and halt the legions near the enemy, so they throw all their pila into them before starting the melee. This will cause tons of causalities and make the battle much easier.

    All legion troops regardless of faction are very well armored and have good to excellent morale. Legions will always be your main force when playing as the Romans. Just make sure to keep them away from AP attacks as they are always well armored and will be seriously beat up by AP units.

    Legion troops are best used in shallow formations of 2-4 ranks. That way more men can get into the killing zone with their charge bonus and in the melee there will be more men attacking at once sooner that helps to prevent the first few men hitting the enemy being outnumbered and dying.

    Armenian Legionaries
    Attack: 7 Missile attack: 11 Defense: 16 Charge: 2 Armor: 7 Cost: 500 Upkeep: 220
    Factions: Armenia

    Armenian Legionaries are basically crappier versions of early legionary cohorts. They look almost exactly the same except palette swapped and with a slightly different shield but they have the stats of
    Principes meaning they have less attack and less defense than post Marian Early Legionary Cohorts. Their morale is also lower. Don’t go about trying to beat the Romans at their own game because it won’t work and they will lose. That said, they are leaps and bounds ahead of the other steppe infantry (besides Heavy Spearmen, that Armenia also have) and will crush them with ease and they are still quite a useful unit as they have great defense for that regions infantry and they still have the pila. Armenian legionaries are definitely worth using, just be careful with them and use legion tactics and you’ll be fine with some support. They can’t form testudo.

    Early Legionary Cohort
    Attack: 9 Missile attack: 13 Defense: 17 Charge: 3 Cost: 610 Upkeep: 220
    Factions: Roman

    These are you first post Marian reforms legions. They are much like what came before them, except again with better stats. They still use a Gladius, large shield, and a number of pila. They are effective against pretty much anything except later legions or tough cavalry and are quite cheap and have very good morale. Still you should upgrade to the standard legion cohort when you can. They are the first legions that can form Testudo a huge advantage.

    Early Legionary First Cohort
    Attack: 9 Missile attack: 13 Defense: 17 Charge: 3 Armor: 7 Cost: 1010 Upkeep: 310
    Factions: SPQR (as a reward), Roman (only trainable in Rome)

    This is basically a huge version of an Early Legionary Cohort with 242 troops rather than 161. It also has a legionary eagle though you can’t actually see it which provides a morale boost to all troops close by. With that many it can be a real job for the enemy to fight as they can outnumber any unit by so much and are good troops. You only get first cohorts in the campaign as gifts from the senate or by training them at Rome ONLY. No other cities can train first cohorts. You can get them as rewards for senate missions however. Put them in the center of your line to affect as many troops as possible with the morale boost and make sure they aren’t routed or you will lose the eagle suffer a morale drop and give the commanding general very bad traits. They can form testudo

    Hastati
    Attack: 7 Missile attack: 11 Defense: 14 Charge: 2 Armor: 5 Cost: 440 Upkeep: 170
    Factions: Roman

    Hastati are the first legions Roman factions get. They carry the basic gladius large shield and pila. They are well armored for early infantry and much better trained than other factions early troops. Hastarti can slaughter any other faction’s early infantry, even hoplites if they can get behind them. You should use lots and lots of Hastarti, usually half your army will be them in the early period, as they are well rounded and can do anything the situation requires. They also have huge morale compared to other early troops and will not rout unless most of them are dead. They can’t form testudo.

    Numidian Legionaries
    Attack: 7 Missile attack: 11 Defense: 16 Charge: 2 Armor: 7 Cost: 500 Upkeep: 220
    Factions: Numidia

    Numidia’s only decent infantry unit, these will be the core of your armies if you play as them. They lack the ability to form Testudo. They are only as tough as Principes, so don’t expect them to be amazing.

    Principes
    Attack: 7 Missile attack: 11 Defense: 16 Charge: 2 Armor: 7 Cost: 490 Upkeep: 170
    Factions: Roman

    These are an upgrade of Hastarti. They have slightly more armor and better morale. Other than that there’s not much to say, use them like Hastati and remember they are slightly better. They can’t form testudo.

    Legionary Cohort
    Attack: 9 Missile attack: 13 Defense: 22 Charge: 3 Armor: 12 Cost: 740 Upkeep: 210
    Factions: Roman

    Legionary Cohorts are an upgrade of Early Legionary cohorts surprisingly enough. Again they are almost the same except they have much better defense having upgraded from the earlier chain mail to the Lorica Segmentata the classic legionary armor. Use them in the same way. Also use them to soak up missiles as they won’t take much damage at all especially if you put them in testudo. Just remember to take them out of it before the melee begins and to stay away from armor piercing attacks.

    Legionary First Cohort
    Attack: 9 Missile attack: 13 Defense: 22 Armor: 12 Charge: 3 Price: 1010 Upkeep: 310
    Factions: SPQR, (as a reward) Roman (only trainable in Rome)

    The same as the Early Legionary First Cohort, except with the better stats provided by legionary cohorts Legionary First Cohorts are tough to kill as there’s so many of them and they are so tough. This unit can be a real boon to use. As with the early, be careful not to lose the eagle. They can form testudo.

    Praetorian Cohort
    Attack: 12 Missile attack: 16 Defense: 23 Charge: 3 Armor: 12 Cost 810 Upkeep: 320
    Factions: Roman

    These are incredibly tough post Marian reforms legions. They have much better attack than rank and file legions, are slightly tougher and have way better morale than standard legion cohorts. These troops will devastate just about any other unit besides general’s bodyguards. Just keep them far away from armor piercing units

    Other than that this is just a legionary cohort on speed, you can expect them to not break until there is absolutely no other option and grind though massive amounts of enemies. They can form testudo.

    Silver Shield Legionaries
    Attack: 9 Missile: attack 13 Defense: 22 Charge: 3 Armor: 12 Cost: 710 Upkeep: 260
    Factions: Selucia

    With the same stats as Legionary Cohorts, these are a great addition to your battle line and help make the Seleucids one of the best factions. Use them in conjunction with Silver Shield Pikemen to compensate for the phalanxes low mobility. They are allergic to armor piercing attacks such as what the Egyptians and their many Axemen use. They can form testudo.

    Urban Cohort
    Attack: 14 Missile attack: 18 Defense: 24 Charge: 3 Armor: 12 Cost: 860 Upkeep: 320
    Factions: Roman

    These guys are like gods in armor. Huge morale, unshakably awesome defense huge attack and cool looks make these the best infantry ever. Their morale is so high that they almost never break usually fighting to the death, even if surrounded they can massacre generals bodyguards they crush most other infantry and they can rip cavalry up. These troops are a nightmare to face and an absolute boon to use. Use them for anything at all if you’re Roman, they will completely annihilate anything. If you aren’t Rome these will stop you like a wall. Kill them with artillery and massed missiles. Melee even with stupid numbers of troops will result in you taking insane causalities. They are also cheap for how good they are. Use them, love them. They can form Testudo.


    Missiles


    Skirmishers

    This pic shows the maximum range of skirmishers. They can just target the Town Watch but will be charged and unable to throw more than one volley probably.

    Skirmishers are unarmored or lightly armored infantry armed with small shields, throwing javelins and a hand weapon, usually a knife. They are used to rush forward and pelt the enemy with their javelins and then withdraw just as quickly avoiding melee combat as they are usually poor in it. They are extremely vulnerable to cavalry, because of their lack of armor, short range and light weapons they will be swept away. Skirmishers do not have much ammo about 7 javelins each which can make it difficult for them to kill enough to contribute to a fight. They have a very short range and must get much closer than archers to throw their missiles. This makes them very vulnerable to enemy cavalry charges as they will often become isolated and are usually too slow to run back to your line in time unless you move your troops together and they have no armor to resist the charge. If you want them to stay alive keep a melee unit just behind them, so they can skirmish behind it to safely if threatened. They are effective, like all missiles when they are attacking from the flank or behind. Some skirmishers are decent in a melee, so you can use them as light infantry afterwards. All skirmishers besides Heavy Peltasts carry small shields. Because of the fact they are cheap and not much use if you have some in a battle they are good troops to put out in front, taking arrows or to use to dig sapping points or push rams since it doesn’t matter if they take a lot of causalities and missiles alone won’t be enough to make them rout. They are also useful as just more bodies to throw into a melee if you need a unit to attack an engaged unit from behind or are desperate to stop another unit routing.


    Heavy Peltasts
    Attack: 5 Missile attack: 7 Defense: 11 Armor: 3 Cost: 350 Upkeep: 170
    Factions: The Greek Cities

    Heavy Peltasts are the best skirmishers in the game. They are like normal Peltasts, but with some armor and large shields. They are OK in a melee where they benefit from their armor, their armor and shields also makes them able to defeat other skirmishers easily in both ranged duels and melee, as they take a lot less casualties from return javelin fire. Use them like peltasts but don’t hesitate to charge into flanks or into weak enemy units to support an allied unit. You should use more of them too, because unlike most skirmishers this one is actually useful.

    Light Auxilia
    Attack: 5 Missile attack: 7 Defense: 7 Charge: 2 Armor: 2 Cost: 290 Upkeep: 170
    Factions: Roman

    These troops are almost in every way the same to Velites except they have better stamina, are post Marian reforms and cost a little more. Use them in the same way as Velites.

    Numidian Javalinmen
    Attack: 3 Missile attack: 6 Defense: 4 Charge: 1 Armor: 0 Cost: 180 Upkeep: 170
    Factions: Numidia

    Numidian Javalinmen are just Peltasts by a different name. Use them in the same way.

    Peltasts
    Attack: 3 Missile attack: 6 Defense: 4 Charge: 1 Armor: 0 Cost: 180 Upkeep: 170
    Factions: Macedon, Seleucids, The Greek Cities, Pontus, Armenia, Thrace

    Peltasts are the standard skirmishers They have very poor attack and defense and a low missile attack making them of limited use as skirmishers They also do not have armor at all making them very vulnerable to counter missile fire. Most factions have this unit and it really is of very limited use. Use normal skirmisher tactics,, but don’t bother with them in melee. Upgrade to proper archers as soon as you can. They do have small shields while archers don’t, since they have two handed bows.

    Skirmishers
    Attack: 3 Missile: 6 Defense: 4 Charge: 1 Armor: 0 Cost: 180 Upkeep: 170
    Factions: Egypt, Carthage, Spain

    These are the same as Peltasts with the same stats. Use them in the same way.

    Skirmisher Warband
    Attack: 6 Missile attack: 9 Defense: 3 Charge: 4 Armor: 0 Cost: 220 Upkeep: 130
    Factions Gaul, Germania

    They have a pretty good attack but bad defense and good charge as well as having the best missile attack in the game for skirmishers. You should use them as light infantry preferably to flank to offset their low defense. Don’t hesitate to use these troops in melee after they throw their missiles. They can defeat Velites and all other skirmishers easily. They are very cheap and have better stats than throwaway units so you can get some use out of them.

    Velites
    Attack: 5 Missile Attack: 7 Defense: 7 Charge: 2 Armor: 2 Cost: 270 Upkeep: 170
    Factions: Roman

    The Roman version of skirmishers. They are tougher skirmishers than other factions use and can defeat them besides skirmisher Warbands, all things being equal. They can also work decently as light infantry. They also wear a little armor unlike most skirmishers.

    Infantry Archers

    When you have to take heavily armored men down with archers, attacking from behind is the way to go.

    Archers are a must have in most armies in RTW. Their ability to inflict casualties and lower the morale of enemies before melee is important. The fewer enemies make it to melee with your front line troops the less you have to kill and the fewer casualties you take. Archers are also useful for killing artillery crews if they can’t be attacked by cavalry for whatever reason and killing masses of unarmored troops like peasants, skirmishers and militia. Archers are far more effective than skirmishers and have a much larger range so upgrade to them as soon as possible. They will suffer greatly against cavalry, just like skirmishers. Most archers are bad in melee and have little or no armor. You should deploy your archers just in front of a friendly melee effective unit, such as spears or legions. Archers shoot better the clearer their view is so putting them directly behind defensive units is not very effective. Instead have them just in front of the unit with a clear path to the enemy and have them shoot. When the enemy gets too close they will skirmish back right though the defensive unit to safety and the enemy will hit the melee unit and fight the defensive troops instead. Just watch out for flank attacks. Skirmish also occasationly doesn’t work so be ready to charge the defensive unit though the archers to intercept the enemy if it looks like they are going to be caught.

    The effectiveness of arrow fire is dependent on where the unit is hit.

    Units have two statuses for defense against missile fire, as defense skill is only taken into account in melee. Armor and shield.

    The front: If a unit is attacked from the front shield attribute comes into effect as the units shield is facing the fire. Units attacked from the front also receive a bonus to their shield effectiveness, as shields count for double the protection when shot from in front. This makes men much harder to kill from the front as a shield often gives a large amount of defense. The unit’s armor also protects it.

    From the right side: The right side is where soldiers hold their weapons in their right hand they cannot block missiles coming front the right as their shield is in their left hand so the unit has only its armor rating for defending, making it easier to kill. You should always try to attack from the units weapon hand if not from behind.

    From the left side: the unit still has its shield to block attacks as it is held in the left hand, as well as armor. This time however the shield just counts for its full value, not double. Attacking from the left is rather ineffective but much better than from in front.

    The rear: Attacking a unit in the rear gives them only their armor rating for defense, and is by far the easiest way of killing troops. Compounding this is the fact that units armor only couldn’t for 60% effectiveness when struck from behind. Units hit in the rear will take very heavy casualties from missiles and you should always target them.

    Archers are less effective in rain and kill fewer.

    Archers
    Attack: 3 Missile attack: 7 Defense: 2 Change: 1 Armor: 0 Cost: 190 Upkeep: 170
    Faction: Macedon Selucia, Parthia, Pontus, Armenia, Numidia, The Greek Cities

    These are the first archer unit most factions get. They are the same as roman archers. Keep them out of melee and just focus on shooting. They are great to use early on as there are a lot of light infantry and cavalry without much armor, just begging for a hail of shafts.

    Archer Auxilia
    Attack: 3 Missile attack: 8 Defense: 6 Charge: 1 Armor: 3 Cost: 400 Upkeep: 170
    Factions: Roman

    Archer Auxilia are post Marian reform troops and are far superior to Roman Archers They wear some armor so they can take some counter fire, are slightly tougher in melee and shoot slightly better. Their range is also huge. The combination of armor, accuracy and slight melee ability make these troops a must have for every army. Always use these when you can.

    Archer Warband
    Attack: 3 Missile attack: 7 Defense: 5 Charge: 1 Armor: 3 Cost: 270 Upkeep: 170
    Factions: Dacia, Scythia

    Archer Warbands are similar to standard archers for most factions except they wear a bit of armor. This makes them slightly more useful as they can soak up counter fire a little better. Still use them exactly like normal archers and just take advantage of their armor when the situation requires it.

    Bowmen
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 1 Armor: 0 Cost: 190 Upkeep: 170
    Factions: Egypt

    These are just the Egyptian version of standard archers. Use them exactly like basic archers

    Chosen Archer Warband
    Attack: 10 Missile attack: 8 Defense: 10 Charge: 4 Armor: 7 Cost: 700 Upkeep: 180
    Factions: Germania, Dacia, Scythia

    Chosen archers are again great archers: they have high attack, great defense and armor for archers and a good missile attack. These archers are actually better at melee than they are at shooting: their missile attack is lower than the other elite archer units. If you need support quickly in a melee don’t hesitate to send these guys in. They are however still effective archers and lack shields making them somewhat less useful as they are prone to die rather quickly. This versatility makes them a must for every army.

    Forester Warband
    Attack: 11 Missile attack: 11 Defense: 7 Charge: 4 Armor: 3 Cost: 960 Upkeep: 200
    Factions: Gaul

    Forester Warbands are amazing units ever better than Pharaoh’s Bowmen. They are the best archers in the game, have a huge melee attack for archers and a decent defense allowing them to function as good light infantry if the need arises, particularly if they can hit the flank. They have a similarly huge missile attack, even higher than Pharaoh’s Bowmen that allows them to utterly destroy just about anything that doesn’t reach melee with them, however Foresters do have spears for melee weapons unlike other archers so they can do well against cavalry in melee. Any light infantry and cavalry will fall to the Forester Warband. They are vital to Gaul’s survival in the campaign vs. Rome and you should get them as soon as possible. Get them love them.

    Pharaoh’s Bowmen
    Attack: 9 Missile attack: 10 Defense: 12 Charge: 3 Armor: 7 Cost: 680 Upkeep: 330
    Factions: Egypt

    Pharaoh’s bowmen are amazing archers. They are deadly at range and have a huge defense value and high armor for archers making them tough to kill with most missile fire. They are great in a melee for archers and will beat all other missile units, most early melee oriented units like Hastarti and Iberian infantry and will smash spear units. They shred just about anything at range even well armored cohorts will take casualties and lightly armored units such as spear war bands will be utterly crushed. These are the second best archers in the game and maybe the best Egyptian unit. Use them always.


    Roman Archers
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 1 Armor: 0 Cost: 190 Upkeep: 170
    Factions: Roman

    Roman archers are the baseline archers for the roman factions. They are standard archers: use them to shoot and keep them far away from melee. Their lack of armor makes them vulnerable to counter fire as well. They are cheap and expendable so make a lot, but keeping them alive to get veteranacy is a better idea.


    Slingers

    This pic shows the maximum range of slingers. It is a bit shorter than the range of archers but a bit longer than skirmisher range.

    Slingers are very different to archers. They fire rocks that fly in straight lines and that do not arc like arrows do. This means they can’t fire over the heads of other units very well. They seem to fire with reduced accuracy and a few at a time if they are behind a friendly unit. Slings are also weaker at piercing armor and armored foes will be pretty much impervious to slinger bullets. Slingers are vulnerable to archers: they have a shorter range than them and are never armored making them a fat target for archers. They aren’t useless though as they are very cheap and slightly better in melee than most faction’s vanilla archers, they also have a small shield which archers do not.


    Slingers
    Attack: 3 Missile attack: 4 Defense: 4 Charge 1 Armor 0 Cost: 150 Upkeep: 170
    Factions: Britannia, Egypt, Carthage, Numidia, Parthia, Spain

    The only slinger unit besides mercenaries, slingers just have a sling, a knife, a small shield and no armor. They aren’t really useful for anything much except killing unarmored troops and acting as fodder. They are dirt cheap; just a bit more than peasants so make a lot to compensate for their weakness. Think of them as the RTW equal of TIE fighters. They are definitely much more useful than peasants are, so you could even consider using them for peasant type jobs.


    Other

    Remember men always use your head in battle!

    Head Hurlers
    Attack: 12 Missile attack: 17 Defense: 2 Charge: 6 Armor: 0 Cost: 400 Upkeep: 130
    Factions Britannia

    Exclusive to Britannia and a fun unit to use the head hurlers unsurprisingly hurl severed heads at their opponents. The heads have a major effect on morale and cause quite a lot of casualties, as well as being AP, and thus very effect against both lightly armored and heavy troops as they have a massive missile attack. They have quite a short range however, but are surprisingly effective in melee as they have a very high attack for missile units though their complete lack of armor and their nonexistent defense makes them more useful as flankers. Keep them out of counter fire as their lack of armor means they die very quickly from missile fire.

    Spearmen

    I feel like kebabs for dinner after the battle guys…

    This category covers the basic spearmen, not the phalanx ones.

    Spearmen are low tech troops (usually), whose job it is to hold off cavalry and hold a line. They generally have good defense, with low attack and decent armor. They are not very effective vs. infantry, as they get a -4 penalty against swords Spearmen get a bonus against cavalry, to the tune of +8 and you should always use them against them with you can. Spearmen are also good at holding a line or pinning a unit in place for a while, as they can stay alive in melee for a while with their (usually) high defense even if they don’t dish out many kills.

    Auxilia
    Attack: 5 Defense: 16 Charge: 2 Armor: 7 Cost: 430 Upkeep: 170
    Factions: Roman

    Auxilia are Post Marian reform spearmen, replacing the Triarii, and sadly not nearly as good. They are obviously effective against cavalry. They have average morale compared to actual Roman legions and will rout easier. They are well armored and have decent defense making them useful to put on your flanks to protect from any cavalry attacks. Cheaper than legions they can soak up missiles too as they are decently armored. They aren’t all that effective at actually killing stuff other than cavalry however. They have a very low attack for melee units and other than other spears you shouldn’t use them in melee except for a pinning force to hold units in place while you flank with cavalry.

    Desert Infantry
    Attack: 7 Defense: 13 Charge: 3 Armor: 3 Cost: 390 Upkeep: 200
    Factions: Numidia

    Desert Infantry are very good spearmen with good defense and great attack for spears. They also have good morale. Like Triarii they can hold on for a while against weaker infantry but will lose against anything but other spearmen. Just use them against cavalry and as good useful general infantry. They are a steal for their price.

    Eastern Infantry
    Attack: 3 Defense: 10 Charge: 1 Armor: 3 Cost: 330 Upkeep: 150
    Factions: Pontus, Parthia

    Eastern Infantry is one of the most useless units in the game. Their attack is terrible their defense is horrible for a melee unit and their charge bonus is woeful. These guys are barely worth recruiting for any reason other than pushing battering rams, and acting as missile fodder. They are completely useless in sieges as virtually anything beats them in melee. Their only saving grace is they come in units of 240 men like peasants so they can get a tiny bit of mileage out of their numbers. They also have a little bit of armor and large shields so they can soak up missiles for a while, better than Hillmen can. This useless infantry is what makes Parthia and Pontus hard to play as sieging just doesn’t work with them. Even against cavalry this unit is of little use as their defense is so low they will take a lot of casualties. They aren’t even useful as garrison troops as peasants are cheaper. You could use them as a pinning force to flank with cavalry, though their morale is such that they won’t hold on in melee for long. They are better than Hillmen.

    Hillmen
    Attack: 5 Defense: 9 Charge: 2 Armor: 3 Cost: 290 Upkeep: 170
    Factions Parthia, Pontus

    Hillmen are amazingly even more useless than Eastern Infantry are. They come in the standard 160 men on huge unit sizes which means that eastern infantry outnumber them and have better defense, meaning the Hillmen will lose despite the fact they have slightly better attack. You should never use Hillmen: they are utterly completely useless when the factions that can use them have Eastern Infantry for a tiny bit more. They are however fast for infantry and can hide in long grass, which would make them useful for ambushes except for the fact that once they ambush their pathetic status get them killed just as fast. If you must use them, use them as flankers to put their slightly better attack to work and help offset their terrible defense. They have a little armor and are cheap so you could use them to soak up missiles as well. They only have a small shield however so they will take casualties quickly, so eastern infantry are better at this. They do however have somewhat better morale than eastern infantry do. This doesn’t really make them better however as they die very quickly.

    Judean Zealots

    Attack: 11 Defense: 7 Charge: 5 Armor: 0 Cost: 490 Upkeep: 200
    Factions: Rebels

    Judean Zealots are spearmen that appear when Jerusalem rebels against whoever is ruling them as part of the Judean rebel army. There is no way to recruit or obtain this unit as it solely appears in this rebel army They have a very high attack for spearmen: the best in RTW, along with almost nonexistent defense and no armor as well as good morale. If you are facing them shoot them with missile units and watch them drop in droves. Obviously don’t send cavalry at them because it will be chopped up even faster than more normal spears.


    Libyan Spearmen
    Attack: 5 Defense: 16 Charge: 2 Armor: 7 Cost: 400 Upkeep: 170
    Factions: Carthage

    Libyan Spearmen are exactly like Auxilia in every way, except they have large shields instead. Use them in the same way

    Warband
    Attack: 7 Defense: 10 Charge: 4 Armor: 3 Cost: 420 Upkeep: 200
    Factions: Gaul, Dacia, Britannia

    Warbands are the bog standard unit of these barbarian factions. They are light spear infantry with good attack, very bad defense for spears and a good charge for their class. They also have lousy morale. They are the only infantry you have at the beginning of a barbarian campaign, but really aren’t all that useful afterwards. They are obviously good for defeating cavalry but they are useless almost against infantry, like most spears and especially for the Gauls who start right near the Romans they are no match at all for Hastarti. Train these in the early game when you have to but use a lot and remember to support them well with missiles and your general and other cavalry. Expect to retrain them very often and always make a lot.

    *Germania’s Spear Warband can form phalanx and is found under the Phalanx section

    Triarii
    Attack: 7 Defense: 17 Charge: 3 Armor: 7 Cost: 500 Upkeep: 210
    Factions: Roman

    Triarii are tough, elite pre Marian reforms heavy spearmen. Unlike the troops before them they carry a long spear, large shield and do not carry pila. Though they are supposedly you best troops, they are spearmen and therefore are not that effective against enemy infantry. They will kill quite a few and hold for a long time before breaking due to their high morale but they will get the short end of the stick against infantry besides other spearmen. They are godly against cavalry though their toughness and high attack (for spearmen) means they will shred cavalry and even hurt general’s bodyguards. It’s best to have a core of Legion troops and have a few Triarii to guard the flanks and kill cavalry. Don’t make up armies solely of them. Triarii are also rather hard to reach before the Marian reforms in RTW and you often won’t get to use them or will use few, as they are unavailable after the reforms. Hold onto the ones you have after the reforms however, because they are much better anti cavalry troops than are Auxilia.

    Phalanx

    It slices it dices and yes it kills in two different ways!

    The phalanx is a dense block of men with shields and very long spears or pikes. The men stand shoulder to shoulder and hold their shield in front of them creating a layer of them.
    The formation works by having the first few ranks lower their pikes to form a wall of them to stab approaching enemies, the next ranks put theirs at a 45 degree angle to help block arrows, and the rear ranks keep their pikes vertical out of the way. Thus the phalanx is a block of steel with sharp points.
    There are different length spears for different phalanx, the best being Levy Pikemen or better that the Greeks/Seleucids have. They can aim a maximum five ranks of pikes forward, provided the formation is deep enough, and can keep an enemy far away. This is important because as soon as an enemy gets too close, the nearest soldiers will switch to their swords.
    Hoplites have shorter spears which puts them at a major disadvantage if used head on against a Pikemen Phalanx as the enemies longer spears will kill the hoplites at a distance while they try to close in formation to attack with their own spears. If you have to use Hoplites to fight pikemen you’re better off taking them off phalanx and guard mode and trying to flank or at least get into close melee to try to force the pikemen to change to their swords and put them on a more even footing with your troops.
    The idea is to have the spear wall facing the enemy at all times.
    Anyone approaching the phalanx from the front will take huge casualties, however if the enemy close enough the unit will switch to their hand weapons. It's also extremely deadly vs. cavalry if you catch them on the front of the formation. Make sure you turn if off if you need your men to move quickly as they can't run while in phalanx formation.
    A stationary phalanx is more effective, as the men brace themselves and are harder to push or move and resist charges better. The bracing is visually shown as an animation of the troops raising pikes and shields and the unit’s status will change to "Ready" instead of "idle" when still. Bracing happens automatically when enemies get close and the unit is still.
    The problems with phalanx is that it’s very slow and that if they are flanked it’s much harder for them to win. If the unit is flanked take them off phalanx, click to attack the flanking enemy then, when the troops turn around put them on phalanx again. This will make them lower the pikes, slaughtering the nearest troops and give them some breathing room to get back in formation.
    When you order a phalanx to attack, they will usually raise their pikes - causing the formation to be useless, as enemies can walk right up to them while the pike wall is not up - while turning, so you want to make sure you are moving them straight at the enemy to ensure their pikes stay in position It's usually a good idea to halt them right in front of the enemy, so they brace themselves before the melee and let the enemy charge you. If you have cavalry, once themelee starts send your cavalry around to the enemies rear and charge into the engaged units rear: this is almost always an insta-rout.
    Quite a few phalanxes have low attack and defence and will suffer in melee. Often if the side of the phalanx is attacked and the soldiers have to use their swords other parts of the formation will continue to thrust their spears in phalanx formation. Just because a phalanx is partly in melee doesn’t mean it can’t still be effective.
    Phalanxes should be deployed so they have no gaps between them if possible. This forms a solid wall of spear points and prevents the pikemen getting dragged into melee by enemies making it close enough to get though the pike wall, or enemies managing to get behind or flank the phalanx. Faster troops or cavalry should be on the phalanx’s flank ready to intercept flankers. Normal non phalanx spearmen, other tough infantry or even phalanx troops in normal formation are good for this, as are cavalry if infantry are too slow to prevent flankers.
    Use phalanx to block wall breaches and gates and watch the enemy die in droves against them. Any narrow area is a great place for a phalanx, as the enemy is focused onto their spearpoints. Just drag out the formation to fit the width of the gap you are blocking and if possible put missiles behind them to fire into the enemy.
    Guard mode makes a large different to the phalanx. With guard mode on, the formation will stay more coherent, troops will take longer to resort to their sword if attacked close up, sometimes continuing to thrust forward while being attacked at point blank. With guard mode off the soldiers in the unit will move around slightly more and act somewhat more independently. They will also not hesitate as long to start fighting with their swords if enemies make it close.
    Generally phalanx should be kept on guard mode. They are used to make a wall and kill off enemies with their pikes not fight with swords. Only take them off guard mode if they will be fighting in standard formation such as if their pike wall collapses or they need to be more mobile.



    Spearmen/hoplites vs. Pikemen: Within the phalanx class there are two sub classes: Spear/Hoplite phalanxes and Pikemen Phalanxes. Pikemen have longer weapons than Spear/hoplites, enabling them to attack first in a phalanx vs. phalanx fight and start inflicting casualties before the Spear units can even start hitting back, this also helps to keep enemies away from the spearwall. Pikemen units tend to be inferior to Spear ones on other ways such as lower stats or morale, they also always have small shields because of their heavier weapon making them more vulnerable to missiles than spear units that have large shields, but their longer weapons give them a huge edge. Pike units also have 240 men a big increase over the Spear’s 160 men, a big advantage. If you are using spear equipped troops, don’t try to attack phalanxes head on with your own phalanx, because chances are they will lose.



    Armored Hoplites
    Attack: 9 Defense: 22 Charge: 4 Armor: 11 Cost: 640 Upkeep: 210
    Factions: The Greek Cities

    Armored hoplites are a step up from normal hoplites. They are heavily armored and have better attack. Upgrade to them as soon as you can.

    Bronze Shield Pikemen
    Attack: 10 Defense: 14 Charge: 4 Armor: 6 Cost: 690 Upkeep: 360
    Factions: Pontus

    Bronze Shields are exactly like Silver Shield Pikemen and will serve you well as phalanx, as they have good attack and good defense. This is the strongest Pontic phalanx

    Heavy Spearmen
    Attack: 7 Defense: 17 Charge: 3 Armor: 7 Cost: 490 Upkeep: 170
    Factions Armenia

    Heavy Spearmen are surprisingly tough phalanx for Armenia, a usually light mobile faction. They are well armored and have an adequate attack. This unit makes Armenia tolerable at sieging, and you should use a lot of these units when playing as them.

    Hoplites
    Attack: 7 Defense: 16 Charge: 3 Armor: 6 Cost: 440 Upkeep: 170
    Factions: The Greek Cities, Selucia

    Hoplites are the backbone of Greek armies and are much better than Militia Hoplites. They have good defense and decent attack. Use them as your line infantry till you can mass recruit Armored Hoplites. They are extremely cheap for the huge amount of use you’ll get out of phalanx.

    Levy Pikemen
    Attack: 6 Defense: 5 Charge: 2 Armor: 0 Cost: 310 Upkeep: 150
    Factions Selucia, Macedon

    Levy pikes have very bad defense and low attack. They are pikemen though so their long weapons help offset all that. In normal melee these troops aren’t very useful, as they are only about as strong as skirmishers and they have no armor so missiles will crush them. When used well however levy pikes can be the cornerstone of the early game and defeat far better troops with ease. Don’t underestimate them.

    Militia Hoplites
    Attack: 5 Defense: 8 Charge: 2 Amour: 0 Cost: 230 Upkeep: 100
    Factions: The Greek Cities, Selucia, Thrace

    Militia hoplites are actually allot more useful than they appear since they are very cheap easy to recruit phalanxes, they can defeat much “better” troops while in phalanx despite their bad stats. Their shorter pikes make them a lot less useful than levies as the enemy has an easier time getting close enough to make the pike wall collapse. Never use then outside of phalanx formation if you can help it, as they are poor troops in standard melee with low defense and lousy attack. They do have large shields though which gives then better defense than levy pikes. They have no armor which makes them very vulnerable to missiles especially since they should be used in the slow phalanx formation. They are great garrison troops, much more useful than Town Watch. Replace them with levies when you can though.

    Nile Spearmen
    Attack: 7 Defense: 13 Charge: 3 Armor: 3 Cost: 360 Upkeep: 170
    Factions: Egypt

    Nile Spearmen are a big upgrade over Nubian spearmen as they have some armor and keep the large shields. They are much more suited to fighting in your battle line. They should form the bulk of your armies till Pharaohs Guards are available. Despite what the game says about them not having secondary weapons, they do actually have knives and fight decently in normal melee. They are ridiculously cheap like almost all Egyptian units and with the Egyptians massive income you should make truckloads of these units and make entire armies of them as they are good fighters and so cheap.

    Nubian Spearmen
    Attack: 5 Defense: 8 Charge: 2 Armor: 0 Cost 230 Upkeep: 100
    Factions: Egypt

    Nubian Spearmen are basically the Egyptian version of Militia Hoplites. They have low attack and no armor, but do carry large shields just like the Militia. As they are phalanx troops they are useful despite their crappy stats but you should upgrade to Nile Spearmen as soon as you can and just use the Nubians for garrison duties because of their low cost.

    Phalanx Pikemen
    Attack: 8 Defense: 13 Charge: 3 Armor: 6 Price: 470 Upkeep: 250
    Factions: Pontus, Selucia, Macedon, Thrace

    Head and shoulders above the earlier Levy pikes, Phalanx Pikemen will be the backbone or your armies for much of the game when playing as these factions, especially Thrace, as this is their best phalanx. They have good attack and much better defense as they wear decent armor, they also have pretty good morale. They are great phalanx troops and essential to success as these factions.

    Pharaoh’s Guards
    Attack: 12 Defense: 16 Change: 4 Armor: 9 Cost: 620 Upkeep: 330
    Factions Egypt

    Pharaoh’s guards are the best Egyptian troops. They have a great attack for spears and pretty good defense as well as heavy armor. They lack shields and their defense isn’t as good as sacred bands but they are still extremely useful troops and should from the core of late Egyptian armies.

    Poeni Infantry
    Attack: 9 Defense: 18 Charge: 4 Armor: 7 Cost: 540 Upkeep: 170
    Factions: Carthage

    Poeni Infantry are very good Pikemen with a good attack great defense and decent armor. They have good morale and can be relied on. Use these till you get Sacred Bands.

    Royal Pikemen
    Attack: 10 Defense: 17 Charge: 4 Armor: 6 Cost: 690 Upkeep: 360
    Factions: Macedon

    Macedon’s best phalanx, Royal Pikemen have a great attack for phalanx, a great defense as they have large shields, good armor and good morale. These men will excel at anything that phalanxes are used for and can be relied on to see many victories.


    Sacred Band Spearmen
    Attack: 12 Defense: 23 Charge: 4 Armor: 11 Cost: 710 Upkeep: 270
    Factions: Carthage

    Sacred Band are the second best Phalanx spearmen in the game after Spartan hoplites. They are very heavily armored with a huge attack for spears and great morale they will absolutely devastate just about anything in phalanx and out of it and are a vital unit for Carthage’s late game. Use them whenever you can.

    Silver Shield Pikemen
    Attack: 10 Defense: 14 Charge: 4 Armor: 6 Cost: 730 Upkeep: 360
    Factions: Selucia

    The best Selucia Phalanx the Silver Shields are decent troops and are great coupled with Silver Shield Legionaries, but they are no match for the toughest phalanxes of other factions like Sacred Band. Their defense is quite a bit lower.

    Spartan Hoplites
    Attack: 17 Defense: 18 Charge: 4 Armor: 3 Hit Points: 2 Cost: 1190 Upkeep: 460
    Factions The Greek Cities

    Spartan hoplites are the toughest phalanx and the toughest troops in the game. They are like a phalanx on very strong steroids. Their armor might seem low but they have a huge defense skill making them extremely tough in melee even against Urban Cohorts which they narrowly lose to in standard melee and crush if kept as a phalanx. Their attack is huge and ensures they are a huge threat in phalanx or normal melee; this unit will destroy most others. They can take on two Phalanx Pikemen phalanxes and still have about half the unit left after routing and killing them one after the other. Spartan hoplites are a dream come true for phalanx users and you should absolutely use them every chance you get as they are the best troop in the game and absolutely essential to the Greek cities.


    Swordsmen


    When you need a wall of men to stand fast and take and give pain think swordsmen.

    Swordsmen are pretty basic troops and are quite common. They are usually the infantry of the line coupled with spears, the ones that get stuck in and dish out and take causalities, they tend to have good morale, attack and defense and are usually balanced stat wise. When using swordsmen you should have them in a thin formation with few ranks as then more swordsmen can make contact with their charge bonus and ensue the maximum amount of enemy die on contact. If you are going to be receiving cavalry charges with your swordsmen, put them in a deep formation say 5 ranks to resist and absorb the charge and allow the swordsmen to cut the cavalry to pieces after their charge has been stopped. Once they are in melee you shouldn’t pull them back as swordsmen are made to sit in a melee and not move until they or the enemy is dead, though they often have enough morale to be able to fall back, without it turning into a rout. Use swordsmen as your do everything troops. Use them to plug gaps, reinforce wavering units, hold enemies in place and generally as soldiers, as they are good at everything. Just remember some swordsmen aren’t that well armored particularly barbarian ones, so try to watch out for cavalry charges.

    Arcanii
    Attack: 12 Defense: 15 Armor: 7 2 Hit Points: Cost 900 Upkeep: 160
    Factions: Roman

    Arcanii are high level Roman troops only trainable in huge cities. There are 64 men per unit on large sizes. They can hide anywhere. They have 2 hit points a trait which few units share and use two swords rather than a sword and shield and lack pila. Arcanii will lose to later roman legions as they are outnumbered because of their smaller unit size and the praetorian and urban cohorts still have better stats. The idea with Arcanii is to take advantage of their ability to hide anywhere and put them off to the side of a battle where they can later fall upon enemies from behind and crush them. That sort of opportunity doesn’t come often in RTW because the units start closer together than in MTW. Still Arcanii can be useful as they are still very strong and well armored and will beat many lesser troops. Just don’t use them instead of your legions as legions are much more useful.

    Bastarnae
    Attack: 14 Defense: 6 Charge: 6 Armor: 2 2 Hit Points Cost: 790 Upkeep: 130
    Factions: Thrace

    Bastarnae are born flankers. They have a high attack with very low defense and almost no armor. They do have two hit points which gives them a lot of staying power. They can crush earlier legionary cohorts without too many problems but their defense is still low and you’re better off flanking. They are also fast which help them flank. Make sure to keep them away from missiles or they will die very fast. Their low armor and high attack makes them very effective against armor piercing units like axemen.

    Bull Warriors
    Attack: 13 Missile attack: 17 Defense: 12 Charge: 4 Armor: 5 2 Hit Points Cost: 1150 Upkeep: 200
    Factions: Spain

    Bull warriors are ridiculously powerful infantry. They are one of the few infantry units with 2 hit points they have a very high attack decent defense and a huge missile attack equal with Urban Cohorts: They use pila like the legions do. They are Spain’s late game line troops and will rip apart most other barbarian infantry: their two hit points give them plenty of staying power, and their high attack ensures they dish out a lot of damage. They are however the most expensive infantry in the game and their armor is rather light for such an uber melee unit, but it is a blessing when going against armor piercing units as they do not lose much and they still have enough armor to resist missiles. Cavalry is still a danger to the sword wielding Bull Warriors. If you are Spain make as many of these units as you can and use them along with Scutarii as your late game forces.

    Chosen Swordsmen
    Attack: 13 Defense: 17 Charge: 4 Armor: 7 Cost: 680 Upkeep: 210
    Factions: Gaul, Britannia, Dacia

    Chosen Swordsmen are basically Swordsmen on steroids they are way better at everything, have more armor, and keep the large shields making them quite tough. They are the best sword unit for these factions but will still be crushed by legion troops, and tough infantry, like bull warriors. When you aren’t facing Romans though they will crush most opponents themselves. They can War Cry and you should, though its not as vital with this unit as it is with lower defense units,.

    Druids
    Attack: 13 Defense: 14 Charge: 4 Armor: 7 Cost: 480 Upkeep: 90
    Factions: Britannia, Gaul

    Druids are well armored barbarian infantry with sickles. They have a great attack and good defense. They have a Chant special ability that raises the morale of nearby troops and lowers enemy morale. They come in very useful for the mostly low morale barbarian troops and should be used like Screeching Women: keep them to the rear of the battle line, right behind the hardest fight and chant to keep your men fighting longer and the enemy routing faster. They are effective in melee themselves however so don’t hesitate to throw them into it if you need an extra push, unlike Screeching Women they can more than handle themselves in melee.

    Iberian Infantry
    Attack: 7 Defense: 8 Charge: 2 Armor: 2 Cost: 240 Upkeep: 170
    Factions Carthage, Spain

    Iberian Infantry are basic swordsmen; they can be recruited from the beginning of the game. They have a decent attack but their defense is crap for a melee fighter, as they have almost no armor and small shields. Armor upgrades are much encouraged for this unit. These units cannot handle head on assaults against pretty much anything besides spear units. You should instead use them to flank to mitigate their lousy defense. They also have rather low morale and will rout quickly. Still for a basic infantry unit they could be a lot worse.

    Naked Fanatics
    Attack: 12 Defense: 5 Charge: 5 Armor: 0 Cost: 430 Upkeep: 130
    Factions Gaul, Germania, Dacia, Spain

    Naked Fanatics are an odd unit to say the least. Clad only in loincloths, but using large shields they fight with long swords. They have, as you’d imagine no armor whatsoever and low defense (unless you get them armor upgrades). This is coupled with a very good attack and decent morale. They also have the war cry ability to pump them up for a few seconds. This unit will kill fast and die just as fast, the low defense ensuring any decent opponents will whittle the unit down in no time. The way to use fanatics is to flank with them, that way they can kill enough of the enemy to rout them or at least kill enough to prevent the fanatics getting slaughtered. The War Cry ability really makes a difference to fanatics. When I first tested them: five units of Gaulish fanatics vs. five Desert Axemen units, they suffered an average defeat with about 200 kills vs. 600 deaths. The next time I tried it with War Cry used just before the charge and they routed the axemen and then used it again before engaging the last of them and got a heroic victory with 640 kills and about 200 deaths. Getting in and killing first really counts with fanatics. Don’t try and use them to hold a line or they will die very fast.

    Scutarii
    Attack: 9 Missile attack: 13 Defense: 12 Charge: 4 Armor: 5 Cost: 430 Upkeep: 140
    Factions: Spain

    Scutarii are must have troops for Spain. They are one of the few units to use AP pila, just like legion troops and they have a good attack and very good defense for infantry. You should use Scutarii like legion troops: try to throw as many vollies as possible by halting them and turning on fire at will. Use them along with Bull Warriors as your main Spanish battle line troops. They are tough enough to stand in line as swordsmen.

    Swordsmen
    Attack: 10 Defense: 12 Charge: 4 Armor: 3 Cost 460 Upkeep: 170
    Factions: Gaul, Britannia

    Swordsmen are a good improvement on Spear Warbands. They are tough decent troops about equal to Hastarti in a custom battle with one unit of swordsmen vs. a unit of Hastati they only just lost and the melee remained even, it was only because they got pilaed while charging and once in melee that they lost. They make a good infantry line troop able to take a decent beating and dish one out. Make sure to use War Cry before charging. They have large shields to offset their low armor. Their low armor makes them effective against AP attacks like Germania’s copious Axemen. They can War Cry. When going against roman troops consider using fodder units to take the pila then attacking the engaged unit with your Swordsmen


    Woad Warriors

    Attack: 13 Defense: 4 Charge: 5 Armor: 0 Shield: 2 Cost: 380 Upkeep: 130
    Factions: Britannia

    Woad warriors are like Naked Fanatics, but with even better attack and even worse defense. They are also fast for infantry which aids them in flanking. Read the Naked Fanatics section above for more and use Woad Warriors in the same way. They can use War Cry and always should.


    Axemen


    Who needs can openers?

    Axemen are rather specialist troops. Some of them are armor piercing making them very effective against heavily armored foes. They usually have high attack coupled with low defense so they should all be used as flankers if possible. Getting them armor upgrades is also a very good idea. You should deploy Axemen in long thin formations like swordsmen to ensure the maximum amount of troops make contact with their charge bonus. With axemen this is important because they tend to have low defense and they need to be able to kill enough of the enemy to prevent themselves getting slaughtered quickly because of their low armor. All axe units, beside screeching women have the war cry special ability and as mentioned above the need to get in and kill the enemy first makes the attack bonus from war cry very useful.

    Axemen
    Attack: 11 Defense: 9 Charge: 5 Armor: 3 Price: 450 Upkeep: 170
    Factions: Germania, Scythia

    The ground floor for Axemen, these units are essential for these factions survival against Rome’s legions as they are heavily armored and the Axemen can chop them up. They do not pierce armor even though it looks like they should, but have good morale and still have a good attack to hurt most troops. Their defense is low and you should try to get them some armor upgrades or flank with them. They can use War Cry and should before every melee if possible to increase their chances of survival.

    Chosen Axemen
    Attack: 18 Defense: 6 Charge: 5 Armor: 0 Cost: 580 Upkeep: 200
    Factions: Germania

    Germania’s elite axe units, Chosen Axemen have a huge attack coupled with a very low defense and no shields. They wield giant two handed axes and have a very high kill chance with every attack. They utterly shred armored units but take a lot of casualties themselves, due to their very low defense. You should use Chosen Axemen like you do Naked Fanatics, use War Cry, use them as deadly flankers if possible, get them armor upgrades and keep them away from missiles. Chosen Axemen has the best attack in the game and should rip apart most units if you can prevent them dying too quickly. They are also awesome to watch: their attacks really look painful!

    Desert Axemen
    Attack: 10 Defense: 10 Charge: 4 Armor: 3 Cost: 370 Upkeep: 200
    Factions: Egypt

    Desert Axemen are fast cheap troops with axes, some armor and small shields. They have good morale and work well against any infantry. Like all axes, target the armored foes for maximum impact. They are a steal for their price.

    Falxmen
    Attack: 13 Defense: 10 Charge: 5 Armor: 3 Cost: 500 Upkeep: 170
    Factions: Thrace, Dacia

    In game the Falx is considered an axe so it belongs in this section

    Falxmen are a deceptive unit, their stats might not look that impressive but this unit is very deadly: it can kill much “better” units than itself, like Chosen Swordsmen. Falxmen seem to have a very high kill chance in melee: every attack they do seem to almost always kill somebody. I don’t know if they have a bonus against infantry or what but they are very deadly in melee, as well as piercing armor, although with their lack of shields they also die quite quickly and you must keep them away from missiles. Falxmen are also great flankers as they only need a second or two of hitting the enemy from behind with their ultra deadly weapon to inflict a lot of casualties. You can charge straight with Falxmen and still do a ton of damage however.

    Night Raiders
    Attack: 14 Defense: 10 Charge: 6 Armor: 3 Cost: 540 Upkeep: 130
    Factions: Germania

    Night Raiders are another good Germania axe unit. They scare nearby infantry and have a very good attack and just about excusable defense for an axe unit. These are useful troops for Germania, however they do not pierce armor, so don’t use them against heavily armored troops and expect them to win alone. The morale penalty they project makes them very useful also. Try using them with Berserkers for a morale crushing army that also owns in melee. They can use War Cry and, as with all barbarian troops it’s highly encouraged, as it makes them much more effective.

    Screeching Women
    Attack: 11 Defense: 1 Charge: 6 Armor: 0 Cost: 320 Upkeep: 130
    Factions: Germania

    Another fun Germania axe unit, Screeching women are very useful units despite what you might think. They aren’t that good in a fight they will kill quite a few as they have a good attack and charge, but their nonexistent defense means they will drop in melee in no time. They do not pierce armor. Their real worth comes in their Screeching special ability. This ability makes them stop and start screaming their heads off, which is a lot of fun to watch and listen to, it also raises the morale of nearby troops and lowers that of enemies. The morale bonus is quite substantial and can really prevent units from routing. It’s a good idea to station them right behind the fight out of harm’s way and let them scream their heads off to keep the men fighting. Only melee with them if they really need to, since when they stop yelling the morale bonus disappears and they die very quickly in melee. They rather cheap and easily replaced however. This unit is probably my favorite in the game and when you use Germania you should try them!



    Cavalry

    Cavalry are used completely differently from infantry. Cavalry need to take advantage of their mobility and their charge bonus. Use cavalry to flank and charge into the flanks and rear of units to cause lots of casualties and to chase routers and kill them before they escape. Some cavalry should keep pulling back and charging while other cavalry is better left in melee to slug it out. Cavalry can also pull back a lot more effectively than infantry can if they are losing. Don’t leave Cavalry in a line and let them hold it like infantry do they just aren’t used that way. The whole point of cavalry is to stay mobile and use their speed to your advantage. Cavalry are terrible against Camels and get -4 attack vs. them and Camels get +2 attack vs. them. This means that camels absolutely destroy cavalry, even the strongest ones.

    Light Cavalry

    When it comes to chasing routers light cavalry is the way to go to ensure those beaten enemies won’t be coming back to annoy you.

    Light cavalry includes units like Round Shield Cavalry, Light Lancers and Barbarian Cavalry They tend to be lightly armored and have low to average attack and fast speed. They are best used to charge into flanks and then pull back and charge again and to chase routers. Their low armor makes them useful for charging into AP units like axes that tend to be bad against cavalry anyways. They are usually not strong enough to charge into the front of most units head on and will get sliced up by prepared units. They have very good stamina and can gallop for a long time before tiring. They tend to be quite cheap and disposable.




    Barbarian Cavalry
    Attack: 8 Defense: 10 Charge: 7 Armor: 3 Cost: 400 Upkeep: 90
    Factions: Gaul, Dacia, Scythia

    Barbarian cavalry is your basic light cavalry unit. It has a good attack for light cavalry and ok defense for its class; they have a good charge as well. This is a useful cheap cavalry unit perfect for plowing into the rear of units to rout them and its tough enough for fighting other light cavalry and missile units.

    Equites
    Attack: 6 Defense: 12 Charge: 5 Armor: 3 Cost: 420 Upkeep: 110
    Factions: Roman

    Equities are cheap light cavalry good for chasing routers and flank attacks on weak units. They are not that good in a melee as they have low defense, little armor and a pretty weak attack for cavalry. Use them often early on until you get Roman Cavalry. They are nice and cheap to mass them for one big charge too.

    Desert Cavalry
    Attack: 6 Defense: 11 Charge: 5 Armor: 3 Cost: 420 Upkeep: 110
    Factions: Egypt

    Effectively Desert Axemen on horseback, Desert Cavalry are armor piercing so use them against heavy cavalry and watch them drop. Their attack isn’t that amazing so you’re better off flanking more lightly armored foes.

    Greek Cavalry
    Attack: 6 Defense: 8 Charge: 5 Armor: 3 Cost: 330 Upkeep: 120
    Factions: The Greek cities, Thrace, Macedon

    Greek cavalry are bog standard light cavalry with pretty unimpressive stats. They have no shields and low armor making them extremely vulnerable to archers since cavalry already are and you should never let them get close to them. Use them to just chase routers and attack missiles shooting at something else. They are cheap for cavalry though, making them rather throwaway troops. They can form a wedge.

    Light Lancers
    Attack: 7 Defense: 5 Charge: 9 Armor: 0 Price: 370 Upkeep: 140
    Factions: Macedon

    The stats say it all with light lancers. They have a devastating charge tied for the strongest in the game, but their total lack of armor and shields make them an absolute sitting duck for missiles and in melee they die really, really fast. The idea with lancers is to smash them into the flank of a foe causing loads of casualties because of their powerful charge and then trying to pull then back for another charge. Don’t leave lancers in a melee or they will die in the blink of an eye. Also don’t expect to defeat heavily armored legions with just the charge as they are strong enough to resist it. Charging missile units or skirmishers is often an instant rout, because so many die from the charge.

    Long Shield Cavalry
    Attack: 9 Defense: 13 Charge: 6 Armor: 3 Cost: 510 Upkeep: 140
    Factions: Carthage, Numidia, Spain

    Slightly heavier cavalry than the Round Shield Cavalry they replace, Long Shield Cavalry are still too weak to work as heavy cavalry; they don’t have enough armor. Use them like round shields and for more aggressive tasks. Just don’t try to fight heavy cavalry with them. They are useful for killing off AP units however.

    Nubian Cavalry
    Attack: 8 Defense: 10 Charge: 6 Armor: 0 Cost: 420 Upkeep: 140
    Factions: Egypt

    Nubian cavalry are just another unit of light cavalry for chasing routers and destroying missile units. They lack armor but they do have large shields, so watch out for missiles.


    Round Shield Cavalry
    Attack: 7 Defense: 10 Charge 4 Armor: 2 Cost: 300 Upkeep: 110
    Factions: Carthage, Spain

    Round shields are pretty basic light cavalry, use them to chase routers and attack flanks as they are too light to be used head on. They are armed with swords and thus have a weak charge and are better left in melee. They have next to no armor so watch out for missiles.

    Heavy Cavalry

    Taking advantage of Heavy cavalry charges correctly is vital to success with them.


    Heavy cavalry includes units like Praetorian Cavalry, Cataphracts and Companion Cavalry. They are always heavily armored; usually have shields and lances or maces. They are slower than light cavalry. They are best used as a battering ram to smash into units and break up their formation and rout units with their weight and mass. They tend to have a good charge which makes them devastating against anything other than spear infantry. They should also be used to fight enemy general units and destroy missile units. Generally use heavy cavalry to charge into tough units to inflict casualties and work as a jack of all trades unit that is faster than infantry and can do almost anything required. Their balance of speed and power makes them very flexible and should always be taken advantage of. Heavy cavalry tire much more quickly than light cavalry and are still vulnerable to spears and phalanx. They will also be vulnerable to AP units, though most of them suck against cavalry, try to rout them with the charge.


    Even elite phalanx, a major counter to cavalry dies like the rest when smashed with a rear charge.


    Cavalry have medium shields only, unlike infantry. They are the only units to have medium shields which give +4 defense.


    Barbarian Noble Cavalry
    Attack: 9 Defense: 15 Charge: 7 Armor: 6 Cost: 600 Upkeep: 160
    Factions: Gaul, Dacia

    These are good heavy cavalry: they have a good attack for cavalry and great defense for barbarian cavalry. Use them as your main cavalry as soon as you can make them.

    Cataphracts
    Attack: 7 Defense: 23 Charge: 9 Armor: 18(!) Cost: 940 Upkeep: 140
    Factions Armenia, Selucia, Parthia

    Cataphracts are basically tanks on legs. They have masses of armor both horse and rider are covered in it. They are armed exclusively with spears meaning they aren’t that good in actual melee with enemies, the idea is to charge as they have a devastating charge and then pull back and charge again though you should leave then in combat with weaker infantry. They are better against cavalry as their use of a spear gives them a bonus. They will absolutely destroy non armor piercing units taking almost no damage. Of course missiles hardly do a thing against them with all that armor, besides pila and other armor piercing missiles. This unit can almost do anything except fight anything that pierces armor. Keep them far, far away from anything with an armor piercing attack, like Axemen or Scythian head Hunting Maidens, as they will slice this unit up in literally seconds because of its huge armor value. I remember online I attacked my enemies head hunting maidens with this unit and watched in disbelief as my cats were chopped up merrily in about 20 seconds and routed with more than half the unit dead. Stay away from them.

    Companion Cavalry
    Attack: 10 Defense: 17 Charge: 9 Armor: 11 Cost: 760 Upkeep: 260
    Factions Macedon, Selucia

    The best looking cavalry in the game I think, Companion Cavalry are heavy cavalry and have a devastating charge coupled with very heavy armor and a great attack for cavalry. They are the strongest cavalry in the game after praetorian cavalry and armored general’s bodyguards and you should use them whenever you can. Use their shattering charge to instantly rout weak units or crash them like a battering ram into the back of tougher units. They lack shields but the heavy armor compensates. They can form a wedge.

    Cappadocian Cavalry
    Attack: 7 Defense: 23 Charge: 9 Armor: 14 Cost: 870 Upkeep: 190
    Factions: Pontus

    The Pontic version of Cataphracts, Cappadocian cavalry is identical except they aren’t quite as insanely armored. Use them like Cataphracts and stay far, far away from armor piercing units like axes.

    Gothic Cavalry
    Attack: 12 Defense: 19 Charge: 7 Armor: 9 Cost: 790 Upkeep: 190
    Factions: Germania

    Totally out of left field comes this great cavalry. Their defense and armor are almost unheard of for barbarian units that tend to have lousy cavalry. They have good morale and a very good attack. You should take full advantage of this cavalry as it’s about the only barbarian heavy cavalry that can stand up to that of other factions and they change Germania’s strategy when you get them.

    Head Hunting Maidens
    Attack: 10 Defense: 11 Charge: 8 Armor: 6 Cost: 600 Upkeep: 140
    Factions: Scythia

    Head hunting maidens are one of three female units in the game. They are medium cavalry they are too well armed and armed to be called light cavalry but their nonexistent defense skill arbitrarily makes them weak for heavy cavalry. They are still well armored and have a decent attack so they will serve very well as light cavalry or fairly as heavy cavalry, use them for both jobs. Don’t forget their axes are armor piercing and they have a huge charge for non lance cavalry, so anything heavily armored including tough cavalry like Cataphracts will be sliced by them. They are also fast so it makes it easy to catch the routing heavy units and kill then off.

    Legionary Cavalry
    Attack: 8 Defense: 22 Charge: 6 Armor: 12 Cost: 790 Upkeep: 190
    Factions: Roman

    Legionary Cavalry is much better than the ones before it and offers better attack and much better defense and a lot of armor making them useful for all cavalry tasks. Charge them into archers, use them to charge into tough units flanks and whatever else these men can do the job. Just stay far away from armor piercing units.

    Macedonian Cavalry
    Attack: 8 Defense: 17 Change: 6 Armor: 11 Cost: 690 Upkeep: 160
    Factions: Macedon

    Unique to Macedon, these cool looking units are pretty good cavalry; they are very heavily armored and have a good attack. Use them like light lancers that can also fight in melee and for all the usual heavy cavalry tasks. They lack shields so they can be slightly vulnerable to missiles even with their huge amount of armor. The lack of shield also makes them even more vulnerable to AP units so watch out for them.

    Nile Cavalry
    Attack: 8 Defense: 13 Charge: 6 Armor: 7 Cost: 570 Upkeep: 190
    Factions: Egypt

    Nile cavalry are a lot like Nubian cavalry except they trade the shield for a lot more armor. Nile Cavalry are well armored, but lack shields. Still use them in the same way as Nubian cavalry.

    Noble Cavalry
    Attack: 9 Defense: 15 Charge: 7 Armor: 6 Cost: 600 Upkeep: 160
    Factions: Germania, Dacia

    A good cavalry unit for barbarians, Noble Cavalry has decent attack and good defense as well as being well armored, putting them on an even footing with most heavy cavalry. Barbarian factions aren’t known for their good cavalry so this unit and Gothic Cavalry are a real boon for Germania.

    Pontic Heavy Cavalry
    Attack: 9 Missile attack: 9 Defense: 14 Charge 5 Armor: 6 Cost: 630 Upkeep: 160
    Factions: Pontus

    Pontic Heavy cavalry are good units with a good attack, a high missile attack for a javelin unit and decent defense and armor. The fact that this unit can fight well in melee as well as throw javelins makes them very versatile. They have swords so leave them in melee as their charge isn’t really worth it.

    Praetorian Calvary
    Attack: 12 Defense: 22 Charge: 6 Armor: 11 Cost: 840 Upkeep: 240
    Factions: Roman

    Praetorian Cavalry are Generals Armored Bodyguards, with the normal 1 hp each, slightly less armor and more defense skill. As a result they are truly deadly cavalry, able to shred any other cavalry in the game basically, besides Cataphracts. Use them as much as you can.

    Roman Cavalry
    Attack: 6 Defense: 15 Charge: 5 Armor: 6 Cost: 520 Upkeep: 120
    Factions: Roman

    Roman Cavalry are like Equities, except they have more armor. Use them in the same way, but you could also use them as weakish heavy cav.

    Sacred Band Cavalry
    Attack: 11 Defense: 18 Charge: 6 Armor: 11 Cost: 780 Upkeep: 340
    Factions: Carthage

    Sacred bands are better cavalry than the ones before them, they are very heavily armored and have a decent attack, they also have good morale. Use them as you would heavy cavalry. This unit doesn’t have a shield so they are rather vulnerable to missiles though with their heavy armor they are well protected.

    Scythian Nobles
    Attack: 8 Defense: 13 Charge: 10 Armor: 9 Cost: 630 Upkeep: 170
    Factions: Scythia

    Scythian Nobles are very tough lance armed cavalry they have a massive charge attack tied for highest in the game and heavy armor. Use them like you normally would lancers, shattering units with charges in the flank or rear, or front with some units then pulling back and doing it again. They can handle themselves in melee but their lack of shields puts them at a disadvantage. They still will be butchered by spear units, so don’t charge head on into them.

    Generals Bodyguards

    Forward for the greater glory of Rome!

    Generals are at the heart of all armies, regardless of faction. In Rome Total war the general commands armies. The better he is at his job the better the overall army will fight and the difference can be huge. Firstly a general projects a boost of morale around himself: units around the general will get a boost to their morale. The general also has a rally special ability that temporally raises the morale of nearby troops even more and can stop routing or just make wavering troops stay and fight.

    The general’s command ability also greatly enhances his troops fighting skill and their morale to the tune of +1 attack and more morale for each star. The amount of stars also affects the area of morale boosting the general has with more stars providing a larger coverage. Influence might also tie into this. It also seems the more command a general has the larger his bodyguard unit is.

    General’s bodyguards range from average to the toughest cavalry in the game and the general can have a huge difference on the battle solely because of the fighting power of him and his bodyguards.

    Generals can get traits and some can be very bad or good for his army, boosting or lowering his army’s morale or other effects. Check a generals traits closely before using him and don’t disdain low star generals as using them in battles makes them better and gives them more stars. Young generals that have just come of age usually start with little command but since they are younger you should use them as soon as possible to start boosting their attributes, so their sons have good attributes too, as sons to an extent take on their father’s skills.

    Generals are an integral part of an army and every army you send out should have a general as often as you can.

    Note on Captains
    : A Captain has no skills whatsoever. No command or influence. He provides virtually no help, except he still boosts morale a bit and his death still crushes troop’s morale.


    Early Generals


    Warlord
    Attack: 12 Defense: 13 Charge: 7 Armor: 3 Hit Points: 2 Cost: 810 Upkeep: 110(Gaul, Dacia, Germania, Scythia)
    Attack: 13 Defense: 1 Charge: 7 Amour: 0 Cost: 1010 Upkeep: 140 (Britannia, Chariot)

    Good attack but low defense makes this an average bodyguard

    Another useless hated chariot bodyguard. Whee.

    General’s bodyguard
    Attack: 11 Defense: 10 Charge: 6 Armor: 3 Hit Points: 2 Cost: 690 Upkeep: 80 (Thrace, Selucia, The Greek Cities, Macedon)
    Attack: 11 Defense: 14 Charge: 6 Armor: 3 Hit Points: 2 Cost: 790 Upkeep: 80 (Spain, Carthage, Numidia, Roman)
    Attack: 12 Missile attack: 12 Defense: 15 Charge: 5 Armor: 6 Hit Points: 2 Cost: 940 Upkeep: 80 (Pontus, Armenia, Parthia)

    These are the beginning bodyguards and are a lot weaker. Greek generals are the worst as they have lousy stats and no shields. You should be much more careful with generals during the early game. Eastern factions are exempt from this rule as they have strong generals units even early and the general can throw powerful javelins with his unit’s very high missile attack so use them well.

    Late Generals

    Armored Eastern General
    Attack: 10 Defense: 24 Charge: 9 Armor: 18 Hit Points: 2 Cost: 1400 Upkeep: 90
    Factions: Armenia, Parthia

    The best general in the game this unit has massive amounts of armor like a Cataphract and great attack for the Cataphract class. They also have an AP attack, which is insanely useful coupled with their other strengths. Take full advantage of their combat power in battles and don’t worry about the general dying much.

    Barbarian Chosen Warlord
    Attack: 12 Defense: 16 Charge: 7 Armor: 6 Hit Points: 2 Cost: 940 Upkeep: 110 (Gaul, Dacia)
    Attack: 11 Defense: 14 Charge: 10 Armor: 3 Cost: 980 Upkeep: 110 (Scythia)

    Scythia’s Chosen Warlord uses a lance and is a slightly stronger version of Scythian nobles.

    Chariot General
    Attack: 12 Missile attack: 9 Defense: 1 Charge: 6 Armor: 0 Hit Points: 5 Cost: 830 Upkeep: 130 (Egypt)

    The reason I don’t use Egypt. Leave him in melee for more than a few seconds and say goodbye, as they have all the defense of wet tissue paper.

    General’s Armored Bodyguard
    Attack: 11 Defense: 20 Charge: 6 Cost: 1020 Upkeep: 80 (Thrace)
    Attack: 12 Defense: 13 Cost: 830 (Egypt)
    Attack: 11 Defense: 18 Charge: 6 Armor: 11 Cost: 1040 Upkeep: 80 (Carthage, Numidia, Spain)
    Attack: 10 Defense: 17 Charge: 9 Armor: 11 Cost: 1020 Upkeep: 130 (Macedon, Selucia, The Greek cities, Macedon)
    Attack: 11 Defense: 22 Armor: 11 Hit Points: 2 Cost: 1120 Upkeep: 80 (Roman)
    Attack: 10 Defense: 19 Charge: 9 Armor: 9 Hit Points: 2 Cost: 1020 Upkeep: 80 (Pontus)

    Egypt sucks again with an utterly crappy general. Greeks general is much better but still lacks a shield as he uses a lance. The Romans and Pontus have the best. The Pontic general loses his javelins and gains more Defense, Armor and a high charge stat, so use conventional general tactics.

    Rebel General
    Attack: 12 Missile attack: 12 Defense 18 Charge: 5 Armor: 9 Cost: 770 Upkeep: 80
    Factions: Rebels

    Rebel; armies are sometimes led by a general. This is one tough unit with very high attack and missile attack very good defense and heavy armor. This unit is never playable it is seen solely in command of rebel armies sometimes, and it makes them a lot more annoying to kill. They actually have a cost in the data files though this is obviously something you can’t buy.


    Camels

    AI bugs or not camels destroy horses (Link leads to a video of a battle fought after noticing what happened in this one on YouTube showing the bug).

    Camels are made for one purpose: Killing cavalry. Cavalry get -4 attack when fighting camels and camels at the same time get +2, this huge deficit in attack makes camels much harder for cavalry to kill and makes it easier for them to kill cavalry. Hence camels are great vs. cavalry even though they are statistically usually much weaker. Camels usually have very low armor and average to low attack and you shouldn’t use them against anything but cavalry, as they are usually too slow and too weak to fight and charge infantry effectively and will lose to them or at least take too many losses to make it worthwhile. Skirmishers, weaker missile troops and peasants are fine to attack with camels however. The Cataphract camel is exempt from the weakness rule started above as they are very tough troops and will destroy cavalry so fast it’s not funny.

    Camel Archers
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 2 Armor: 0 Cost: 420 Upkeep: 110
    Factions: Egypt

    Camel archers are really too slow to skirmish well as camels are slower than horses. Even though they have a bonus vs. horses their tiny melee and nonexistent defense mean heavy cavalry will still crush them.

    Numidian Camel Riders
    Attack: 8 Defense: 13 Charge: 6 Armor: 3 Cost: 520 Upkeep: 140
    Factions: Numidia

    These are useful troops indeed. They have a good attack for cavalry and decent defense and they are armed with spears, making them even more effective against cavalry. Good status coupled with anti cavalry weaponry and the camel bonus/penalty means this unit will crush cavalry completely; even Cataphracts will either be defeated or take a ton of casualties from this much cheaper unit. If you’re Numidia you’ll want to use lots of these.

    Cataphract Camels
    Attack: 7 Defense: 23 Charge: 9 Armor: 23 Cost: 940 Upkeep: 140
    Factions: Parthia

    The toughest camels in the game by a long way Cataphracts has almost as much defense as Cataphract cavalry but when it is coupled with the huge advantage against cavalry and a huge charge with lances you get the ultimate cavalry killer. Send this after anything from General’s Bodyguards to Praetorian Cavalry and they will slice them up with few casualties. Truly a boon for Parthia and makes it impossibly easy to kill generals.


    Horse Archers

    When you want a pile of dead infantry at little to no cost to your own troops you can’t go past Horse Archers.

    Often referred to as HA, horse archers can be a real boon to command. Their mix of mobility and arrows makes them a very effective force against slow opponents. They are however less accurate compared to Infantry archers and are usually weak in melee. They are also very vulnerable to missile fire themselves; usually lacking armor and being cavalry they are a large target for counter fire. Don’t use HA vs. infantry missile units, if they have to fight archers and you have no other more suitable cavalry, order them to charge and fight hand to hand.

    When using HA you always want to ride around the enemy line and shoot into their rear. As mentioned above, arrows do much greater damage and have a higher kill chance when fired into a unit’s rear.

    Some HA have the Contarbrian circle. This ability involves the missile cavalry galloping around in a small circle in front of the enemy they are shooting at to make themselves a more difficult target for counter fire, as they are always moving and not a stationary target. This formation makes them less accurate and also tires them continuality as they are always moving. It’s best to avoid this formation and just ensure they aren’t attacked by missiles at all.

    Horse Archers
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 2 Cost: 440 Upkeep: 110
    Factions: Armenia, Parthia

    The basic horse archers, they have an average missile attack and almost no defense or attack. Keep them far away from melee, except against weak archers.

    Cataphract Archers
    Attack: 9 Missile attack: 7 Defense: 22 Charge: 5 Armor: 18 Price: 1230 Upkeep: 190
    Factions: Armenia

    Cataphract archers are very tough horse archers. They have the same missile attack as the rest but they have the very heavy Cataphract armor to resist counter fire, though they are not as immune to it as you might think. They also have a very high melee attack for horse archers so they can more than handle themselves in melee; however their lack of shields makes them somewhat vulnerable. Still this is a great unit that can do many things. They will tire quickly in their heavy armor, particularly as horse archers are almost always moving and Armenia starts with desert provinces. You should never use the Cantabrian Circle with this unit as it will just tire them even faster.

    Persian Cavalry
    Attack: 9 Missile attack: 7 Defense: 10 Charge: 5 Armor: 6 Cost: 790 Upkeep: 140
    Factions: Parthia

    Persian cavalry are HA than can fight in melee. They are well armored for HA. Don’t hesitate to use them as light cavalry and as HAs, as they do well in both roles. This makes them very useful units.

    Scythian Horse Archers
    Attack: 3 Missile attack: 7 Defense: 5 Charge: 2 Armor: 3 Cost: 540 Upkeep: 110
    Factions: Scythia

    Scythian HAs live up to the barbarian style by having slightly better defense, as they wear a little armor. Use them in the same way as normal HAs and just take advantage of the fact they are a little tougher and can survive counter fire a bit better when it’s needed. They are still cavalry so you shouldn’t keep them under fire anyway. You should switch to noble women/noble archers or use them instead as they are both much more versatile; than this unit, as they can fight well in melee.

    Scythian Noble Archers
    Attack: 10 Missile attack: 8 Defense: 12 Charge: 6 Armor: 9 Cost: 900 Upkeep: 170
    Factions: Scythia

    Noble Archers are a great unit for Scythia. They fight well in melee as they have a great attack for archers and are heavily armored. They shoot well and have good morale. Use a lot of these units and don’t be afraid to charge weaker infantry and flank charge stronger ones with this unit as its one of the most useful HAs

    Scythian Noble Women
    Attack: 7 Missile attack: 8 Defense: 9 Charge: 5 Armor: 6 Cost: 660 Upkeep: 130
    Factions: Scythia

    Again women get the short end of the stats stick. Noble Women are noticeably weaker than noble men in most ways and are only a little cheaper. They do shoot just as well however, so of your just after a good horse archer and melee doesn’t matter they are cheaper and have less upkeep than Noble Archers who shoot just as well. They will still defeat allot of other horse archers, as they have very good melee for an archer, (though no match for the nobles stats) and are well armored.


    Javelin Cavalry

    A shower of javelins does wonders vs. slower units

    Javelin Cavalry are mounted troops that throw the same kind of javelins that skirmishers do. They have a short range and are often lightly armored but since they are mounted they are much more effective at skirmishing than infantry skirmishers. They also tend to be at least decent in melee, unlike horse archers which adds to their usefulness. Most factions get javelin cavalry and for factions like Rome or Greece that focus on slow heavy infantry/phalanxes a fast missile cavalry can be very useful indeed. Use javelin cavalry to shower units with javelins preferably while they are engaged with another unit and to attack missile units in melee. They can also guard your flanks and serve as a diversion as they are cheap. Javelins do not pierce armor, even though they did in mtw1.

    Cavalry Auxilia
    Attack: 7 Missile attack: 7 Defense: 9 Charge: 4 Armor: 2 Cost: 470 Upkeep: 110
    Factions: Roman

    Cavalry Auxilia are basic javelin cavalry. Just use them as faster skirmishers. Keep them out of melee as they have next to no armor and low defense and they will get chopped up. They have decent attack so they can be useful for charging into flanks.

    Militia Cavalry
    Attack: 6 Missile attack: 6 Defense 6 Charge: 3 Armor: 0 Cost: 340 Upkeep: 110
    Factions: The Greek Cities, Selucia, Thrace

    Militia cavalry aren’t that amazing with low attack and missile attack. They are important to these factions however, as they all use slow phalanx armies as their main force and as the phalanx lack maneuverability this lighter distance cavalry is good for chasing off missile units shooting the slow phalanx and keeping their flanks secure.

    Numidian Cavalry
    Attack: 6 missile attack: 9 Defense: 8 Charge: 4 Armor: 0 Cost: 420 Upkeep: 130
    Faction: Numidia

    Numidian cavalry are similar to Militia Cavalry except they have 2 more points in defense skill and slightly better charge making them slightly better in melee. They also have a much better missile attack making them deadlier vs. slower troops. This is a useful unit for Numidia, a faction that is light on strong units and the mounted skirmisher is perfectly suited for their desert home.

    Pontic Light Cavalry
    Attack: 7 Missile attack: 7 Defense: 7 Charge: 4 Armor: 0 Price: 370 Upkeep: 110
    Factions: Pontus

    Pontic light cavalry are like slightly better versions of militia cavalry with one more point in each stat. Use them in the same way.


    Chariots

    Chariots. They suck.

    I hate chariots. The idea with them is to charge into formations and break them up. Chariots scare infantry and they are very, very effective vs. horses cutting them down almost instantly when they touch them.

    Chariots have effectively no defense and die extremely easy. Scythed Chariots also have a chance to run amok and attack anyone, though it doesn’t happen even nearly as often as it does when using elephants. I hate them because they die way too easily, even with high hitpoints and Egypt uses them as a generals unit! Argh!

    British Heavy Chariots
    Attack: 13 Defense: 1 Charge: 7 Armor: 0 Hit Points: 2 Cost: 580 Upkeep: 190
    Factions: Britannia

    Another crappy chariot unit where the description says they are well armored and they have zero armor! whee! Use them against cavalry and watch the horses drop.

    Egyptian Chariots
    Attack: 12 Defense: 1 Armor: 0 Hit Points 3 Cost: 660 Upkeep: 330
    Factions: Egypt

    Egyptian Chariots have a good attack and more hp than most others. Just use basic chariot tactics.

    Scythed Chariots
    Attack: 15 Defense: 1 Armor: 0 Hit Points: 4 Cost: 920
    Upkeep: 210 (Pontus) 980 Upkeep: 160 (Selucia)
    Factions: Pontus, Selucia

    I hate the unit description for this. It says the crew is heavily armored. Well they have 0 armor and 1 defense. Whee.

    This is another chariot about as useful as the others. They have a massive attack, but they seem to just prefer to knock everyone over rather than kill anyone. They also, like all chariots die incredibly quickly.




    Chariot Archers

    These chariots don't suck!

    Chariot archers are an entirely different kettle of fish. They are the ultimate harassment troops able to keep out of melee very easily and outrun anything. When they are using contarbrian circle they are almost impossible to kill with missiles as the chariots rain down arrows of their own. This unit effectively is almost invincible as long as it doesn’t enter melee. That said they can melee well against cavalry, as even missile chariots can hurt them, as chariots so completely counter cavalry.

    British Light Chariots
    Attack: 10 Missile attack: 10 Defense: 1 Charge: 6 1 2 Hit Points Cost: 440 Upkeep: 170
    Factions: Britannia

    Not nearly as good as Pontic CA, light chariots are still very useful for harassing slow units and lighter cavalry and used well can win a battle with almost no casualties. They are still decent in a melee too vs. cavalry. They are very cheap for how effective they are.

    Chariot Archers
    Attack: 9 Missile attack: 14 Defense: 1 Hit Points: 2 Cost: 1040 Upkeep: 330
    Factions: Pontus

    Chariot archers are the most skilled of the CAs, with a very high missile attack. They have one less hit point than Egyptian chariots but their increased missile attack gives them the edge.

    Egyptian Chariot Archers
    Attack: 9 Missile attack: 9 Defense: 1 Charge: 5 Armor: 0 2 Hit Points Cost: 530 Upkeep: 330
    Factions Egypt

    Egyptian chariots have the lowest missile attack but can still be very effective in the contarbrian circle.


    Elephants

    Nothing can grind an enemy army up like armored elephants can.

    Elephants are the tanks of RTW. They kill tons and scare the crap out of everything around them and take a lot of punishment to finally take down. About the only things elephants need to fear are spearmen that get a bonus vs. elephants though a lot of them will still die, Phalanx, which can stop elephants dead on their spears; if the unit doesn’t break, skirmishers which are very effective vs. elephants as they get a bonus vs. units with high hitpoints and very tough infantry such as urban cohorts which in numbers can eventually take elephants down.

    Elephants can also run amok easily, especially if hit by fire attacks which frightens them. Incendiary pigs are very dangerous to elephants in this regard as they can make them run amok very easily, which, needless to say is a very bad thing. You will lose control of them and they will attack friend and foe alike randomly as they run around. If this happens, the elephant’s special ability can be used to order the mahouts the kill their elephants almost instantly saving your own troops from getting crushed. You should think before you do this however as losing a few expendable units can be worth it if the elephants can be preserved to fight again. Elephants are rare to train and very expensive so you should not kill them if you can help it.

    Elephants use a unique sort of attack where they sort of butt their enemies with a an area of effect AP attack that hits enemies directly in front of their heads and sends them flying backwards usually killing them when they hit the ground, though it’s possible for troops to survive. Elephants kill very quickly: each butt will kill 2-4 men and since even the weakest elephants take a while to take down they can kill a LOT of enemy troops especially non spear types that take a long time to inflict enough damage to kill the elephants. You shouldn’t really try to flank with elephants as they are quite slow and get tired fast and take so much punishment your better charging them into the largest pile of enemies you can find and while the elephants are throwing the enemies around, charge in with infantry or cavalry support and watch the enemy line crumble. Elephants can, of course charge devastatingly into the back of enemy units, almost certainly routing them. The attack values in this section are pretty deceptive as all elephants are dangerous even the weakest ones. While elephants can be a deciding factor in many battles: the heaviest armor is little defense against them, javelins counter elephants. This means the units beat suited to defeating elephants; the strongest most expensive units in the game are the otherwise almost useless, incredibly inexpensive skirmisher and more useful javelin cavalry. Javelins kill elephants quickly and these units are cheap and otherwise of little use, it’s no great loss if they kill a few then get crushed since elephants are very expensive to train you’ll have dished out a lot of damage and lost some very expendable troops.

    Armored elephants
    Attack: 6 Missile attack: 6 Defense: 19 Charge: 8 Armor: 16 Hit Points: 12 Cost: 2970 Upkeep: 590
    Factions: Carthage, Selucia

    Armored elephants are the toughest elephants in RTW and the toughest unit full stop. They can soak up damage like a sponge even from the best troops and dish a lot out themselves with their devastating attack and very, very high defense and armor. You’re best off just charging these elephants into the largest group of enemies, since armored elephants are so tough they can stand in melee and steadily kill off infantry while causing a huge morale penalty and shrugging off most damage. While this is happening attack with your supporting infantry and cavalry and watch the enemy flee. About the only thing you need to watch out for is javelins, as this unit is the most expensive one in RTW and you really don’t want to lose almost 3000 denarii of elephants you can only make in a handful of provinces to guys with pointy sticks that cost less than 200 denarii, even if you kill a lot of them.

    Elephants
    Attack: 3 Defense: 12 Charge: 7 Armor: 10 Hit Points: 7 Cost: 1320 Upkeep: 280
    Factions Carthage, Selucia

    Quite a bit weaker than the other elephants, these noticeably smaller ones are unarmored; though their tough hides provide a lot of built in armor. They have a much weaker looking attack, and no archers on top, though they can still kill off infantry decently but they can’t stand in melee as long as the others with everyone jabbing at them and them shrugging it off. Their morale is lower than other elephants and they have a good chance to run amok after taking a few losses. If you use these elephants be careful with them and consider sending some fodder infantry in to distract the enemy so you can charge the elephants into a flank or simply though your own infantry and use their morale penalty and toughness to help crush the enemy. Just make sure nobody important is behind the fighting elephants in case they run amok and attack you. These elephants are still expensive, so that’s even more incentive to be careful with them.

    War Elephants
    Attack: 6 Missile attack: 6 Defense: 16 Charge: 8 Armor: 13 Hit Points: 12 Cost: 2520 Upkeep: 490
    Factions: Carthage, Parthia, Selucia

    War elephants are a medium between the elephants, but they are still much more expensive than the weaker elephant. The only difference between these elephants and armored ones, are the armored ones have more defense due to their armor. Go figure. That said war elephants are much superior to normal elephants as they have the archers on top and a lot more hit points and better defense and much better attack. You should always get war elephants over the normal elephants, as they do a great job in battle and also have better morale and far more staying power with their much greater hit points.


    Last edited by Astaroth; December 13, 2008 at 11:42 AM.

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